#A Lunatic's Worst Nightmare

4 messages · Page 1 of 1 (latest)

stuck magnet
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My playgroup really likes the lunatic, but wished it was more viable in large minion counts. Si I ran with the idea of making a script where lunactics can be have the worst/best time!
The only classic interaction I decided against including is the mastermind gaslighting the real demon as if they were the lunatic to get a MM win, because my group doesn't like mastermind.

Other than that, go ham submitting characters that would fit the concept well, pointing out what you like and what you like less about the current version.
Cheers!

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A Lunatic's Worst Nightmare

rose turret
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Lord of typhon might make it difficult to make convincing lunatic setups in three minion games. You can just not give the lunatic the LoT token at lower player counts, but at higher counts with a real LoT, you’ll be left with giving the lunatic a “marionette”, pointing them to the widow, and….probably one of the widows neighbors. Which will be an instant red flag.

Anyway, most of what I came here to say is I’ve always thought there’s a fun concept to be had with lunatic, Saint, and hermit, so that even a lunatic that figures out they’re not the demon still cannot afford execution (also making it a strong fallback bluff: I thought I was the demon, but I’m not, but don’t execute me just in case because I could be the hermit). It would also mean you could have two lunatics, if you wanted. But it would probably have to come at the expense of moonchild and puzzlemaster, and puzzlemaster is providing some much needed misinfo here I think

stuck magnet
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Hi Margs, thank you for the feedback!
About the LoT lunatic interaction, I thought about it and I feel that having quasi cetainty you are not the Lunatic when you pull the LoT token can both be a blessing and a curse. It gives you more certainty when you pull LoT, but even more paranoia when you pull another demon!

I really love your hermit saint idea! I too would porbably overwrite the puzzlemaster and moonchild. That would allow for a goon-lunatic-saint that can lose the evil team the game when executed haha.
To balance for the loss of droisoning, I am considering changing the fearmonger for a poisoner. That would keep the goon-targeting possibility, while contributing droisoning power.

On another note, I find, as I often am, that I'm not in love with my townsfolk suite. Do you have any takes on it?